Opening WattRoom…
Indoor cycling game modes
No world, no drafting, no power-ups. Every WattRoom game is decided by power alone and measured against each rider’s own FTP, so the smallest engine in the crew can win. Played in your crew’s voice channel, with everyone yelling.
A klaxon, three seconds, then everything you have.
Five sprints of 10–15 seconds land at random, 3–8 minutes apart. A klaxon gives you three seconds’ warning, the trainer lets go of ERG, and the podium goes to the best five seconds in w/kg.
Best for: Crews who like to be surprised.
Intervals with sprints hidden in them. Every one scores.
Fixed two-minute intervals, with four sprints arriving roulette-style for 5, 3, 2 and 1 points. The best-executed interval earns three more, and staying in the zone earns one per interval.
Best for: Riders who want the workout and the fight.
Hit the number with the meter turned off.
Nine holes. Each one says “hit this many watts for 10 seconds, starting in 20” — and the meter goes dark before you get there. Your strokes are how far off you were, in watts. Lowest round wins.
Best for: Pacing nerds, and anyone who thinks they know their legs.
Three-minute rounds that keep getting harder. Last one pedalling wins.
Rounds of three minutes, starting at 80 % of FTP and adding 5 % each round. Ten seconds below the band and you are out — then you spin on at 50 % with everyone else and cheer.
Best for: An elimination on everyone’s own FTP, so the smallest engine can win.
Backyard rules on the crew’s average. Nobody gets dropped alone.
The line starts at 75 % and rises 4 % a round, and it is measured against the whole session’s average %FTP. A strong rider can carry a tired one. The score is how many rounds you survive, together.
Best for: Mixed crews, and the night nobody wants to lose.
A zone is called. Stay in it.
A power zone is called every two minutes. Leave it for more than five seconds and you burn a life; three lives each.
Best for: Learning what your zones actually feel like.
One rider on the front, everyone else recovering.
One rider holds 110 % of FTP on the front while the others spin at 55 %, rotating every 60–90 seconds or on the call. The crew’s distance is everyone’s front work added up.
Best for: Crews who ride outside together and miss the paceline.


Try one
Arm it, wait for the klaxon, and tap as fast as you can — or hold the pad down.
Ten seconds. Everything you have.
Arm it, wait for the klaxon, then tap the pad as fast as you can — or press Space, or just hold it down. Your best five seconds count.
A virtual world makes the ride about the world: drafting, route choice, whose avatar is where. WattRoom’s games are about the thing you are actually training — how much power you can hold, how precisely, and for how long.
And because every target is a share of your own FTP, the games work for a crew of mixed fitness. The rider who is new to structured training and the one who races on weekends play the same game, and either can win.
Yes. Every mode measures against each rider’s own FTP — Backyard Ramp’s band, Floor is Lava’s zones, Watt Golf’s holes — so it is who rides their own numbers best, not whose numbers are biggest. Sprints score watts per kilo.
You stay in the session, the trainer drops you to an easy spin, and you get to heckle. Nobody leaves the call because they lost.
Elimination modes give you 30 seconds to reconnect, and what you pedalled meanwhile is kept and counted when you are back.
They are sessions like any other — saved to everyone’s history with their numbers — just with a scoreboard. Most crews mix them in: workout on Tuesday, Backyard Ramp on Friday.
Start a crew, send its six-character code, and ride your first workout together tonight. Free, no install.